Peer-to-Peer Forum

 

Login Register    
Elaboration on Light Point Vega Prime Appearance attributes
Posted: 04 May 2010 10:00 AM  
Newbie
Rank
Total Posts:  12
Joined  2008-12-08

I was wondering if you could elaborate beyond the Creator help file on the light point appearance attributes?  I am looking at Fade Range Ratio and LOD Range Ratio specifically right now.

In the current project I have several light point models with various ranges (currently 1, 20, 40 and 1000 miles) set in the Visibility Range.  These lights have been scattered over the gaming area along roads and in city shape areal vectors.  This mostly gives me the effect I am looking for where there are some lights on in distance and the area fills in as you fly in.  This is also helping me control load on the IG so everything is not on all at once or coming on all at once.
The things I’m looking to modify is reducing the bow wave effect as I fly into the area.  The 40 mile lights can be seen building then the 20 mile lights as you get closer.  I was hoping I could use fade range ratio to soften the bow wave effect but I’m not sure if this is the proper way to do that or if a larger or smaller value would soften the fade in time.
The LOD range ratio is just a curiosity, I’m not sure what the help file is telling me about the light point LOD being active.  And if I have a value in this field if it will effect processing time.
Finally, are all of the Vega Prime appearance attributes valid on the Lyra IG?  I can perhaps use the Vega viewer in Creator to test iterations on the apperance of my changes before taking something I like to the IG to test performance.
Tool specifics:
Creator 4.0.1
CTS 2.2 (terrain blocks)
Lyra IG - current version

Thanks,
Rich

 
Posted: 04 May 2010 11:23 AM   [ # 1 ]  
Moderator
RankRankRankRank
Total Posts:  386
Joined  2008-07-03

If you want the best answer possible, you should ask this in the Vega Prime forum. Most of our data values in OpenFlight are up for interpretation by the runtime, and how they interpret the values makes a large difference. (And usually we don’t even know what they are doing with the values). I have no idea what LOD Range Ratio does. However, perhaps I can help a little with the problem you are trying to solve. You probably only care about the Fade Range Ratio.

The Fade Range Ratio combined with the visibility range define the distance ranges for for the light and allows you to create three distinct ranges. (on, off, and in-between).  Say for instance that you want your closest lights (1 mile) to fade in when the view approaches, and fade out as the view gets further away. You can set your visibility range to be 1 mile, and your fade range ratio to be 0.8.  This will mean when the view is 1 mile away or farther, the lights will not be visible.  When the view is 0.8 miles or closer, the lights will be visible.  If the view is between 0.8 miles and 1 mile, the light intensity will be fading in or out.  If you repeat this for all the lights you want to fade in and out, you should get the effect you are looking for.  Now I would still ask this question on the Vega Prime forums to make sure this is the best way to accomplish the task.

 
Posted: 04 May 2010 04:25 PM   [ # 2 ]  
Newbie
Rank
Total Posts:  12
Joined  2008-12-08

Thanks, the example helps explain how the range works, I was able to see iterations work on the IG.
Will post the questions to Vega and/or Lyra forum.

Thanks again,
Rich

 
Posted: 05 May 2010 08:59 AM   [ # 3 ]  
Sr. Member
RankRankRankRank
Total Posts:  550
Joined  2009-03-17

Two things:

A)  SOMEBODY ELSE USES CTS !!!!!!!!

B) Are you SURE about the fade range ratio?  I have written a run-time interpreter in the past that translated it as the ratio of the fade-out to the range, so if you have the visibility paramter at 1 mile, and the FRR set to .8, you would have full intensity up to 1 mi and fade out over the next .8m to nothing.  Of course, if your vis was at 2.0m, the fadout would occur over an additional 1.6m, disappearing completely at 3.6m

Again - this is probably more of a run-time interpretation question.

 
Posted: 06 May 2010 01:42 PM   [ # 4 ]  
Newbie
Rank
Total Posts:  12
Joined  2008-12-08

Thanks for the info smile  Will keep looking at it, and see what the Lyra folks have to say about the Vega attributes.

Rich